package com.mygdx.game.desktop.screens;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.mygdx.game.desktop.model.World;
import com.mygdx.game.desktop.view.WorldRenderer;

public class GameScreen implements Screen, InputProcessor {

	private World world;

	private WorldRenderer renderer;

	@Override
	public void render(float delta) {
		Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
		renderer.render();
	}

	@Override
	public void resize(int width, int height) {

	}

	@Override
	public void show() {
		world = new World();
		renderer = new WorldRenderer(world);
	}

	@Override
	public void hide() {

	}

	@Override
	public void pause() {

	}

	@Override
	public void resume() {

	}

	@Override
	public void dispose() {

	}

	@Override
	public boolean keyDown(int keycode) {
		return false;
	}

	@Override
	public boolean keyUp(int keycode) {
		return false;
	}

	@Override
	public boolean keyTyped(char character) {
		return false;
	}

	@Override
	public boolean touchDown(int screenX, int screenY, int pointer, int button) {
		return false;
	}

	@Override
	public boolean touchUp(int screenX, int screenY, int pointer, int button) {
		return false;
	}

	@Override
	public boolean touchDragged(int screenX, int screenY, int pointer) {
		return false;
	}

	@Override
	public boolean mouseMoved(int screenX, int screenY) {
		return false;
	}

	@Override
	public boolean scrolled(int amount) {
		return false;
	}

}
